nccgs 1.0.0

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  1. package/.claude/agents/nccgs-accessibility-specialist.md +26 -0
  2. package/.claude/agents/nccgs-adversarial-reviewer.md +26 -0
  3. package/.claude/agents/nccgs-ai-programmer.md +26 -0
  4. package/.claude/agents/nccgs-analytics-engineer.md +26 -0
  5. package/.claude/agents/nccgs-art-direction-lead.md +26 -0
  6. package/.claude/agents/nccgs-audio-direction-lead.md +26 -0
  7. package/.claude/agents/nccgs-creative-director.md +26 -0
  8. package/.claude/agents/nccgs-documentation-manager.md +26 -0
  9. package/.claude/agents/nccgs-economy-designer.md +26 -0
  10. package/.claude/agents/nccgs-engine-programmer.md +26 -0
  11. package/.claude/agents/nccgs-game-design-lead.md +26 -0
  12. package/.claude/agents/nccgs-game-designer.md +26 -0
  13. package/.claude/agents/nccgs-gameplay-programmer.md +26 -0
  14. package/.claude/agents/nccgs-level-designer.md +26 -0
  15. package/.claude/agents/nccgs-live-ops-designer.md +26 -0
  16. package/.claude/agents/nccgs-localization-lead.md +26 -0
  17. package/.claude/agents/nccgs-narrative-lead.md +26 -0
  18. package/.claude/agents/nccgs-network-programmer.md +26 -0
  19. package/.claude/agents/nccgs-performance-analyst.md +26 -0
  20. package/.claude/agents/nccgs-producer.md +26 -0
  21. package/.claude/agents/nccgs-production-coordinator.md +23 -0
  22. package/.claude/agents/nccgs-programming-lead.md +26 -0
  23. package/.claude/agents/nccgs-prototyper.md +26 -0
  24. package/.claude/agents/nccgs-qa-engineer.md +26 -0
  25. package/.claude/agents/nccgs-qa-lead.md +26 -0
  26. package/.claude/agents/nccgs-release-engineer.md +26 -0
  27. package/.claude/agents/nccgs-release-lead.md +26 -0
  28. package/.claude/agents/nccgs-security-engineer.md +26 -0
  29. package/.claude/agents/nccgs-sound-designer.md +26 -0
  30. package/.claude/agents/nccgs-systems-designer.md +26 -0
  31. package/.claude/agents/nccgs-technical-architect.md +26 -0
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  33. package/.claude/agents/nccgs-technical-director.md +26 -0
  34. package/.claude/agents/nccgs-tools-programmer.md +26 -0
  35. package/.claude/agents/nccgs-ui-programmer.md +26 -0
  36. package/.claude/agents/nccgs-unity-build-specialist.md +26 -0
  37. package/.claude/agents/nccgs-unity-content-specialist.md +26 -0
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  40. package/.claude/agents/nccgs-unity-systems-specialist.md +26 -0
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  42. package/.claude/agents/nccgs-ux-designer.md +26 -0
  43. package/.claude/agents/nccgs-verification-engineer.md +26 -0
  44. package/.claude/agents/nccgs-world-builder.md +26 -0
  45. package/.claude/agents/nccgs-writer.md +26 -0
  46. package/.claude/nccgs/THIRD_PARTY_NOTICES.md +13 -0
  47. package/.claude/nccgs/VERSION +1 -0
  48. package/.claude/nccgs/constitution.md +131 -0
  49. package/.claude/nccgs/hooks/agent-audit.mjs +10 -0
  50. package/.claude/nccgs/hooks/common.mjs +41 -0
  51. package/.claude/nccgs/hooks/post-compact.mjs +1 -0
  52. package/.claude/nccgs/hooks/pre-compact.mjs +8 -0
  53. package/.claude/nccgs/hooks/protect-git.mjs +22 -0
  54. package/.claude/nccgs/hooks/protect-write.mjs +17 -0
  55. package/.claude/nccgs/hooks/session-start.mjs +15 -0
  56. package/.claude/nccgs/hooks/session-stop.mjs +7 -0
  57. package/.claude/nccgs/protocols/agent-contract.md +34 -0
  58. package/.claude/nccgs/protocols/context-packets.md +13 -0
  59. package/.claude/nccgs/protocols/evidence.md +15 -0
  60. package/.claude/nccgs/protocols/model-routing.md +22 -0
  61. package/.claude/nccgs/protocols/orchestration.md +26 -0
  62. package/.claude/nccgs/protocols/unity-boundary.md +11 -0
  63. package/.claude/nccgs/settings.fragment.json +77 -0
  64. package/.claude/nccgs/studio.json +347 -0
  65. package/.claude/nccgs/tools/configure-models.mjs +39 -0
  66. package/.claude/nccgs/unity-skills-manifest.json +727 -0
  67. package/.claude/nccgs/workflow-catalog.json +317 -0
  68. package/.claude/rules/nccgs-canonical-docs.md +19 -0
  69. package/.claude/rules/nccgs-editor-tools.md +12 -0
  70. package/.claude/rules/nccgs-localization.md +12 -0
  71. package/.claude/rules/nccgs-networking.md +13 -0
  72. package/.claude/rules/nccgs-performance.md +14 -0
  73. package/.claude/rules/nccgs-rendering.md +16 -0
  74. package/.claude/rules/nccgs-security.md +13 -0
  75. package/.claude/rules/nccgs-tests.md +18 -0
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  79. package/.claude/skills/accessibility-review/SKILL.md +14 -0
  80. package/.claude/skills/architecture-decision/SKILL.md +14 -0
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  104. package/.claude/skills/evidence-review/SKILL.md +14 -0
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  106. package/.claude/skills/implement-in-app-purchases/README.md +233 -0
  107. package/.claude/skills/implement-in-app-purchases/SKILL.md +158 -0
  108. package/.claude/skills/implement-in-app-purchases/references/api-notes.md +562 -0
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  114. package/.claude/skills/implement-in-app-purchases/references/migration-v4-to-v5.md +204 -0
  115. package/.claude/skills/implement-in-app-purchases/references/path-add-iap-to-new-project.md +198 -0
  116. package/.claude/skills/implement-in-app-purchases/references/path-convert-native-google-billing.md +356 -0
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  122. package/.claude/skills/initialize-ai-navigation/SKILL.md +95 -0
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  124. package/.claude/skills/levelplay-unity-integration/CHANGELOG.md +57 -0
  125. package/.claude/skills/levelplay-unity-integration/README.md +74 -0
  126. package/.claude/skills/levelplay-unity-integration/SKILL.md +1126 -0
  127. package/.claude/skills/levelplay-unity-integration/references/banner-api.md +920 -0
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  129. package/.claude/skills/levelplay-unity-integration/references/ilrd-api.md +337 -0
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  132. package/.claude/skills/levelplay-unity-integration/references/ios-setup.md +491 -0
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  136. package/.claude/skills/localization/SKILL.md +135 -0
  137. package/.claude/skills/localization/references/api-notes.md +76 -0
  138. package/.claude/skills/localization/resources/L10nBatchProcessor.cs +69 -0
  139. package/.claude/skills/localization/resources/LocalizedFontAsset.cs +18 -0
  140. package/.claude/skills/localize-game/SKILL.md +14 -0
  141. package/.claude/skills/migrate-project/SKILL.md +21 -0
  142. package/.claude/skills/migrate-project/references/procedure.md +63 -0
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  144. package/.claude/skills/new-unity-project/SKILL.md +179 -0
  145. package/.claude/skills/optimize-audio/SKILL.md +199 -0
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  174. package/.claude/skills/setup-vivox-voice-chat/evals/.env.example +6 -0
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+ # Vivox Voice & Text Chat Skill Eval Suite
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+
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+ Evaluation suite for the `setup-vivox-voice-chat` skill, powered by [Promptfoo](https://www.promptfoo.dev/). Validates that the skill routes the model to the correct Vivox v16 APIs (no v4/legacy hallucinations) across init, channel join, and messaging.
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+
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+ ## Prerequisites
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+
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+ - **Node.js** v18 or later
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+ - A **LiteLLM API key** (from https://uai-litellm.internal.unity.com)
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+
10
+ ## Setup
11
+
12
+ ### 1. Install Promptfoo
13
+
14
+ ```bash
15
+ # Option A: install globally
16
+ npm install -g promptfoo
17
+
18
+ # Option B: use npx (no install needed)
19
+ npx promptfoo@latest eval
20
+ ```
21
+
22
+ ### 2. Configure your API key
23
+
24
+ ```bash
25
+ cd evals/
26
+ cp .env.example .env
27
+ ```
28
+
29
+ Open `.env` and set your personal LiteLLM key:
30
+
31
+ ```
32
+ OPENAI_API_KEY=your-litellm-api-key-here
33
+ OPENAI_BASE_URL=https://uai-litellm.internal.unity.com
34
+ ```
35
+
36
+ > **Important:** Never commit your `.env` file. It is already in `.gitignore`.
37
+
38
+ ## Running the evals
39
+
40
+ All commands should be run from the `evals/` directory.
41
+
42
+ Use `-j 10` to run up to 10 eval requests concurrently.
43
+
44
+ ### Run the full suite
45
+
46
+ ```bash
47
+ promptfoo eval -j 10
48
+ ```
49
+
50
+ ### Run a specific test file
51
+
52
+ ```bash
53
+ promptfoo eval --tests tests/init-and-login.yaml -j 10
54
+ promptfoo eval --tests tests/voice-channels.yaml -j 10
55
+ promptfoo eval --tests tests/text-chat.yaml -j 10
56
+ ```
57
+
58
+ ## Viewing results
59
+
60
+ ### Terminal output
61
+
62
+ Results are printed to the terminal with pass/fail per assertion.
63
+
64
+ ### Interactive web UI
65
+
66
+ ```bash
67
+ promptfoo view
68
+ ```
69
+
70
+ Opens a local UI (usually `http://localhost:15500`) for browsing results, filtering, and comparing runs.
71
+
72
+ ## Assertions used
73
+
74
+ | Type | What it checks |
75
+ |---|---|
76
+ | `icontains` | Response contains a substring (case-insensitive), e.g. an exact Vivox API name |
77
+ | `not-icontains` | Response does NOT contain a substring (used to catch v4 legacy names like `Client.Instance`) |
78
+ | `llm-rubric` | An LLM judges whether the response meets a semantic requirement (e.g. correct init order) |
79
+
80
+ ## Adding new tests
81
+
82
+ 1. Create a new YAML file in `tests/`:
83
+
84
+ ```yaml
85
+ - description: "Short description of what is being tested"
86
+ vars:
87
+ user_message: "The user request to test"
88
+ reference_content: "file://../references/your-reference.md" # optional
89
+ assert:
90
+ - type: icontains
91
+ value: "VivoxService.Instance.JoinGroupChannelAsync"
92
+ - type: not-icontains
93
+ value: "SendDirectedTextMessageAsync"
94
+ - type: llm-rubric
95
+ value: |
96
+ Describe the semantic requirement the response must meet.
97
+ ```
98
+
99
+ 2. Add the file to `promptfooconfig.yaml` under `tests:`.
100
+
101
+ 3. Run it: `promptfoo eval --tests tests/your-new-test.yaml`.
@@ -0,0 +1,32 @@
1
+ description: "Vivox Voice & Text Chat Skill Eval Suite"
2
+
3
+ providers:
4
+ # Evaluated model: used by the test itself
5
+ - id: openai:chat:claude-sonnet-4-5
6
+ config:
7
+ max_tokens: 2048
8
+
9
+ prompts:
10
+ - id: eval-prompt
11
+ label: "Eval prompt"
12
+ raw: "{{skill_content}}\n\n{{reference_content}}\n\n{{custom_instructions}}\n\n## User Request\n\n{{user_message}}"
13
+
14
+ defaultTest:
15
+ options:
16
+ # Assertion judge: used by llm-rubric
17
+ provider: openai:chat:claude-sonnet-4-6
18
+ vars:
19
+ skill_content: file://../SKILL.md
20
+ reference_content: ""
21
+ custom_instructions: |
22
+ IMPORTANT:
23
+ - This is a planning eval. Do not emit MCP XML/tool-call tags.
24
+ - Refer to APIs with their exact names as documented in the provided skill and references. Do not invent or paraphrase symbol names.
25
+ - Do not mention tool names you will not call. If a step is inapplicable, explain the behavior without naming the omitted API.
26
+ - Always present the complete plan up front. If a step requires a user action, describe what you will do after it succeeds and what happens if it fails, in a single response.
27
+ - Answer only the step or phase requested by the user message. Do not include unrelated setup or migration content that was not asked for.
28
+
29
+ tests:
30
+ - file://tests/init-and-login.yaml
31
+ - file://tests/voice-channels.yaml
32
+ - file://tests/text-chat.yaml
@@ -0,0 +1,76 @@
1
+ # ============================================================
2
+ # WORKFLOW: Init + Login — correct order and re-init guard
3
+ # ============================================================
4
+
5
+ - description: "Cold-start init: UGS Core -> Auth -> Vivox Init -> Vivox Login, in order"
6
+ vars:
7
+ user_message: |
8
+ I'm adding Vivox to a fresh Unity project. Walk me through
9
+ the initialization from an empty MonoBehaviour Start method.
10
+ reference_content: file://../references/init-and-login.md
11
+ assert:
12
+ - type: icontains
13
+ value: "UnityServices.InitializeAsync"
14
+ - type: icontains
15
+ value: "AuthenticationService.Instance.SignInAnonymouslyAsync"
16
+ - type: icontains
17
+ value: "VivoxService.Instance.InitializeAsync"
18
+ - type: icontains
19
+ value: "VivoxService.Instance.LoginAsync"
20
+ - type: llm-rubric
21
+ value: |
22
+ The response MUST describe the four initialization calls in this
23
+ exact order:
24
+ 1. UnityServices.InitializeAsync
25
+ 2. AuthenticationService.Instance.SignInAnonymouslyAsync
26
+ 3. VivoxService.Instance.InitializeAsync
27
+ 4. VivoxService.Instance.LoginAsync
28
+ Any other ordering (e.g. Vivox init before UGS init, or Login
29
+ before Vivox init) is a failure.
30
+ The response MUST NOT use v4 legacy patterns (Client.Instance,
31
+ ILoginSession, AccountId, ChannelId) as callable code. It is
32
+ fine — even helpful — to mention those names in a "don't use
33
+ these" warning or migration note; a failure is only when the
34
+ code samples or step-by-step instructions actually invoke them.
35
+
36
+ - description: "Login with display name: LoginOptions.DisplayName"
37
+ vars:
38
+ user_message: |
39
+ After Vivox is initialized, sign the player in with the display name
40
+ "Sunbeam" and enable text-to-speech.
41
+ reference_content: file://../references/init-and-login.md
42
+ assert:
43
+ - type: icontains
44
+ value: "LoginOptions"
45
+ - type: icontains
46
+ value: "DisplayName"
47
+ - type: icontains
48
+ value: "EnableTTS"
49
+ - type: icontains
50
+ value: "VivoxService.Instance.LoginAsync"
51
+ - type: llm-rubric
52
+ value: |
53
+ The response must construct a LoginOptions with DisplayName set to
54
+ "Sunbeam" and EnableTTS set to true, then pass it to
55
+ VivoxService.Instance.LoginAsync. It must not USE the v4 AccountId
56
+ or ILoginSession types as callable code (mentioning them in a
57
+ "don't use" warning is acceptable — failure is only when the code
58
+ actually invokes them).
59
+
60
+ - description: "Double-init must warn about VxErrorAlreadyInitialized (5041)"
61
+ vars:
62
+ user_message: |
63
+ My Start method runs every time the main scene reloads and I'm
64
+ seeing Vivox errors. How do I stop it from re-initializing?
65
+ reference_content: file://../references/init-and-login.md
66
+ assert:
67
+ - type: icontains
68
+ value: "5041"
69
+ - type: llm-rubric
70
+ value: |
71
+ The response must identify the underlying issue as
72
+ VivoxService.Instance.InitializeAsync being called more than once,
73
+ cite the 5041 VxErrorAlreadyInitialized error, and propose a fix
74
+ such as guarding with IsInitialized or making the bootstrap
75
+ object DontDestroyOnLoad. The fix must NOT be to catch and
76
+ swallow the exception.
@@ -0,0 +1,65 @@
1
+ # ============================================================
2
+ # WORKFLOW: Text chat — channel messages, directed messages, history
3
+ # ============================================================
4
+
5
+ - description: "Send a channel message and receive channel messages"
6
+ vars:
7
+ user_message: |
8
+ Send the text "gg" into the "lobby" channel from a UI button, and
9
+ log every message received in that channel to the console.
10
+ reference_content: file://../references/text-chat.md
11
+ assert:
12
+ - type: icontains
13
+ value: "VivoxService.Instance.SendChannelTextMessageAsync"
14
+ - type: icontains
15
+ value: "VivoxService.Instance.ChannelMessageReceived"
16
+ - type: icontains
17
+ value: "VivoxMessage"
18
+ - type: llm-rubric
19
+ value: |
20
+ The response must call VivoxService.Instance.SendChannelTextMessageAsync
21
+ with channelName "lobby" and message "gg", AND subscribe to
22
+ VivoxService.Instance.ChannelMessageReceived with a handler that
23
+ takes a VivoxMessage and logs at least MessageText and
24
+ SenderDisplayName. It must NOT wire the send path to the
25
+ DirectedMessageReceived event.
26
+
27
+ - description: "Send a directed (direct) message — must use SendDirectTextMessageAsync, not SendDirected..."
28
+ vars:
29
+ user_message: |
30
+ Whisper "meet me at the north gate" to the player whose PlayerId
31
+ is "abc123".
32
+ reference_content: file://../references/text-chat.md
33
+ assert:
34
+ - type: icontains
35
+ value: "VivoxService.Instance.SendDirectTextMessageAsync"
36
+ - type: llm-rubric
37
+ value: |
38
+ The response must call VivoxService.Instance.SendDirectTextMessageAsync
39
+ with playerId "abc123" and the exact message
40
+ "meet me at the north gate". The method name must be
41
+ SendDirectTextMessageAsync (with "Direct", no "ed" before "Text").
42
+ SendDirectedTextMessageAsync does not exist in the SDK and MUST
43
+ NOT be USED as callable code — but mentioning it in a "common
44
+ hallucination, don't use this" warning is fine and even helpful.
45
+ The response may also mention subscribing to the
46
+ DirectedMessageReceived event on the recipient side.
47
+
48
+ - description: "Fetch the most recent channel chat history"
49
+ vars:
50
+ user_message: |
51
+ Fetch the last 25 messages from the "lobby" channel and print them
52
+ to the console in oldest-to-newest order.
53
+ reference_content: file://../references/text-chat.md
54
+ assert:
55
+ - type: icontains
56
+ value: "GetChannelTextMessageHistoryAsync"
57
+ - type: llm-rubric
58
+ value: |
59
+ The response must call
60
+ VivoxService.Instance.GetChannelTextMessageHistoryAsync with
61
+ channelName "lobby" and requestSize 25 (or equivalent). It must
62
+ note that the returned collection is newest-first and must
63
+ reverse the collection (or iterate in reverse) before printing to
64
+ achieve oldest-to-newest ordering. It should reference
65
+ VivoxMessage.SenderDisplayName and VivoxMessage.MessageText.
@@ -0,0 +1,74 @@
1
+ # ============================================================
2
+ # WORKFLOW: Voice channels — group, positional, join lifecycle
3
+ # ============================================================
4
+
5
+ - description: "Join a lobby group channel with voice and text"
6
+ vars:
7
+ user_message: |
8
+ The player is logged into Vivox. Have them join a non-positional
9
+ channel called "lobby" with both voice and text enabled.
10
+ reference_content: file://../references/voice-channels.md
11
+ assert:
12
+ - type: icontains
13
+ value: "VivoxService.Instance.JoinGroupChannelAsync"
14
+ - type: icontains
15
+ value: "ChatCapability.TextAndAudio"
16
+ - type: not-icontains
17
+ value: "JoinPositionalChannelAsync"
18
+ - type: not-icontains
19
+ value: "IChannelSession"
20
+ - type: llm-rubric
21
+ value: |
22
+ The response must call VivoxService.Instance.JoinGroupChannelAsync
23
+ with the channel name "lobby" and ChatCapability.TextAndAudio. It
24
+ must NOT use the positional or echo join methods, and must not
25
+ use any v4 IChannelSession API.
26
+
27
+ - description: "Join a 3D positional channel with Channel3DProperties"
28
+ vars:
29
+ user_message: |
30
+ Set up proximity voice: players near each other in the world should
31
+ hear each other, and voices fall off with distance. Name the
32
+ channel "world-proximity".
33
+ reference_content: file://../references/voice-channels.md
34
+ assert:
35
+ - type: icontains
36
+ value: "Channel3DProperties"
37
+ - type: icontains
38
+ value: "Set3DPosition"
39
+ - type: not-icontains
40
+ value: "JoinGroupChannelAsync"
41
+ - type: llm-rubric
42
+ value: |
43
+ This is a planning eval: judge the plan's correctness, not whether
44
+ it names APIs literally or includes runnable code. The plan must:
45
+ (a) identify positional (3D) channels as the mechanism — mentioning
46
+ "positional channel", "3D channel", or JoinPositionalChannelAsync
47
+ all count, since positional channels have exactly one join method;
48
+ (b) use the channel name "world-proximity";
49
+ (c) configure Channel3DProperties (naming at least the audible/
50
+ conversational distance concept, and ideally the fade model);
51
+ (d) state that each player's 3D position needs a per-frame update
52
+ via Set3DPosition (or an equivalent per-frame transform sync) so
53
+ distance attenuation actually works;
54
+ (e) make clear that awaiting the join call is not sufficient —
55
+ ChannelJoined must be subscribed to first for the join to be
56
+ observable.
57
+
58
+ - description: "Subscribe to ChannelJoined BEFORE calling JoinGroupChannelAsync"
59
+ vars:
60
+ user_message: |
61
+ When I call JoinGroupChannelAsync my UI never activates for the
62
+ newly joined channel. What am I doing wrong?
63
+ reference_content: file://../references/voice-channels.md
64
+ assert:
65
+ - type: icontains
66
+ value: "ChannelJoined"
67
+ - type: llm-rubric
68
+ value: |
69
+ The response must diagnose the problem as the ChannelJoined event
70
+ being subscribed AFTER the join call, and instruct the user to
71
+ subscribe to VivoxService.Instance.ChannelJoined BEFORE calling
72
+ JoinGroupChannelAsync. It must clearly state that awaiting the
73
+ JoinGroupChannelAsync call does NOT mean the join is complete —
74
+ the join completes when the ChannelJoined event fires.
@@ -0,0 +1,79 @@
1
+ # Events, Participants, and Lifecycle
2
+
3
+ ## Service-Level Events
4
+
5
+ All on `VivoxService.Instance`. Subscribe **before** the async call that produces them.
6
+
7
+ | Event | Signature | Fires on |
8
+ |---|---|---|
9
+ | `LoggedIn` | `Action` | `LoginAsync` success (also on reconnect) |
10
+ | `LoggedOut` | `Action` | `LogoutAsync` or disconnect |
11
+ | `ChannelJoined` | `Action<string channelName>` | Any `Join*ChannelAsync` success |
12
+ | `ChannelLeft` | `Action<string channelName>` | `LeaveChannelAsync` / `LeaveAllChannelsAsync` / disconnect |
13
+ | `ParticipantAddedToChannel` | `Action<VivoxParticipant>` | Any user joins a channel you're in (including yourself) |
14
+ | `ParticipantRemovedFromChannel` | `Action<VivoxParticipant>` | Any user leaves |
15
+ | `ChannelMessageReceived` | `Action<VivoxMessage>` | Any channel text message |
16
+ | `ChannelMessageEdited` | `Action<VivoxMessage>` | Any channel message edited |
17
+ | `ChannelMessageDeleted` | `Action<VivoxMessage>` | Any channel message deleted |
18
+ | `DirectedMessageReceived` | `Action<VivoxMessage>` | Any directed message to you |
19
+ | `DirectedMessageEdited` | `Action<VivoxMessage>` | Directed message edited |
20
+ | `DirectedMessageDeleted` | `Action<VivoxMessage>` | Directed message deleted |
21
+
22
+ ## VivoxParticipant
23
+
24
+ Delivered by `ParticipantAddedToChannel` and `ParticipantRemovedFromChannel`. Represents one participant in one channel — the same user in two channels is two separate `VivoxParticipant` instances.
25
+
26
+ | Property | Purpose |
27
+ |---|---|
28
+ | `PlayerId` | Stable UAS PlayerId of the participant |
29
+ | `DisplayName` | From the participant's `LoginOptions.DisplayName` |
30
+ | `ChannelName` | Which channel this participation is in |
31
+ | `IsSelf` | `true` if this is the local player |
32
+ | `IsMuted` | Current locally-muted state |
33
+ | `AudioEnergy` | Continuous 0.0–1.0 signal for VU-meter UI |
34
+ | `SpeechDetected` | `true` when Vivox judges audio energy is speech, not noise |
35
+
36
+ ## Per-Participant Events
37
+
38
+ Live on the `VivoxParticipant` instance, **not** on `VivoxService.Instance`:
39
+
40
+ - `ParticipantMuteStateChanged` — `IsMuted` flipped.
41
+ - `ParticipantSpeechDetected` — `SpeechDetected` flipped.
42
+ - `ParticipantAudioEnergyChanged` — `AudioEnergy` updated (higher-frequency; use for VU meter).
43
+
44
+ Typical wiring in a roster item that represents one participant:
45
+
46
+ ```csharp
47
+ public void Bind(VivoxParticipant p)
48
+ {
49
+ _participant = p;
50
+ p.ParticipantMuteStateChanged += Refresh;
51
+ p.ParticipantSpeechDetected += Refresh;
52
+ }
53
+
54
+ void OnDestroy()
55
+ {
56
+ if (_participant == null) return;
57
+ _participant.ParticipantMuteStateChanged -= Refresh;
58
+ _participant.ParticipantSpeechDetected -= Refresh;
59
+ }
60
+ ```
61
+
62
+ ## Local Mute Actions
63
+
64
+ Called on the `VivoxParticipant` (not the service):
65
+
66
+ - `participant.MutePlayerLocally()` — you stop hearing them.
67
+ - `participant.UnmutePlayerLocally()` — you resume hearing them.
68
+
69
+ The remote participant is unaware. To mute globally (they cannot be heard by anyone), a moderator client needs a server-issued mute token.
70
+
71
+ ## Cleanup Discipline
72
+
73
+ `VivoxService.Instance` is a persistent singleton across scene loads. Any handler you subscribe from a MonoBehaviour **must** be unsubscribed in `OnDestroy` or `OnDisable`, or the handler will fire against a destroyed object on the next scene load and throw a `MissingReferenceException`.
74
+
75
+ Pattern: subscribe in `Awake`/`Start`, mirror the list in `OnDestroy`, always null-guard `VivoxService.Instance` (it may already be null during application quit).
76
+
77
+ ## Connection Recovery
78
+
79
+ On network blips Vivox will auto-reconnect and re-fire `LoggedIn` and (for previously-joined channels) `ChannelJoined`. Design handlers to be **idempotent** — do not assume `LoggedIn` fires exactly once per session, and don't grant one-shot benefits (analytics event, first-login reward) from inside it without a guard.
@@ -0,0 +1,92 @@
1
+ # Initialization and Login
2
+
3
+ ## Package and Namespaces
4
+
5
+ Install `com.unity.services.vivox` via Package Manager. Add `using Unity.Services.Vivox;` to any script that touches the SDK. For UGS-backed auth also add `using Unity.Services.Core;` and `using Unity.Services.Authentication;`.
6
+
7
+ ## Full Initialization Snippet
8
+
9
+ Grounded on the Vivox docs — do not deviate from this order.
10
+
11
+ ```csharp
12
+ using System;
13
+ using UnityEngine;
14
+ using Unity.Services.Authentication;
15
+ using Unity.Services.Core;
16
+ using Unity.Services.Vivox;
17
+
18
+ public class VivoxBootstrap : MonoBehaviour
19
+ {
20
+ async void Start()
21
+ {
22
+ await UnityServices.InitializeAsync();
23
+ await AuthenticationService.Instance.SignInAnonymouslyAsync();
24
+
25
+ await VivoxService.Instance.InitializeAsync();
26
+
27
+ VivoxService.Instance.LoggedIn += OnLoggedIn;
28
+ VivoxService.Instance.LoggedOut += OnLoggedOut;
29
+
30
+ await VivoxService.Instance.LoginAsync(new LoginOptions
31
+ {
32
+ DisplayName = "Bob",
33
+ EnableTTS = false
34
+ });
35
+ }
36
+
37
+ void OnLoggedIn() { /* joins, UI enable, etc. */ }
38
+ void OnLoggedOut() { /* teardown */ }
39
+
40
+ void OnDestroy()
41
+ {
42
+ if (VivoxService.Instance == null) return;
43
+ VivoxService.Instance.LoggedIn -= OnLoggedIn;
44
+ VivoxService.Instance.LoggedOut -= OnLoggedOut;
45
+ }
46
+ }
47
+ ```
48
+
49
+ ## VivoxConfigurationOptions
50
+
51
+ `InitializeAsync` takes an optional `VivoxConfigurationOptions`. Common fields: log level, audio ducking behavior, server region. Leave defaults for most projects; only override when platform-specific tuning is documented in the Vivox docs (e.g. mobile ducking).
52
+
53
+ ## LoginOptions
54
+
55
+ | Field | Notes |
56
+ |---|---|
57
+ | `DisplayName` | Shown to other participants via `VivoxParticipant.DisplayName`. Session-only, not persisted. Max 127 bytes. Sanitize / uniqueness-check server-side; the SDK does not validate. |
58
+ | `EnableTTS` | Enables text-to-speech injection into channels. Off by default. |
59
+ | Blocked list | Preload users blocked by this player. |
60
+
61
+ The identity Vivox binds this login to is the current `AuthenticationService.Instance.PlayerId` — that's how other clients address you for directed messages. If you skip UAS, Vivox falls back to a per-session GUID and cross-session identity is lost.
62
+
63
+ ## Sign Out
64
+
65
+ ```csharp
66
+ await VivoxService.Instance.LogoutAsync();
67
+ ```
68
+
69
+ `LogoutAsync` fires `LoggedOut`. Call it before shutting the app down cleanly; the SDK also handles ungraceful teardown but explicit logout gives you a clean disconnect on the server side.
70
+
71
+ ## Access Tokens (VAT) — When You Need Them
72
+
73
+ The default UGS-backed path automatically mints access tokens signed by your UGS project. You don't touch tokens in code.
74
+
75
+ You need to switch to server-side VAT minting when:
76
+
77
+ - You're not using UGS Authentication (custom identity system).
78
+ - You need privileged tokens: kick a user from a channel, mute-all, transcription enable, join-muted.
79
+ - You want channel-scoped ACLs (only players holding a valid join token for `raid-42` can enter).
80
+
81
+ Do **not** embed the Vivox app secret / HMAC signing key in client code. See the "Access Token Developer Guide" and the C++, C#, Python, and JavaScript minting examples in the Unity Vivox documentation map for server implementations.
82
+
83
+ ## Re-init Guard
84
+
85
+ Calling `VivoxService.Instance.InitializeAsync()` twice throws `5041 VxErrorAlreadyInitialized`. If your `Start` may run again after scene reload, wrap init in a check:
86
+
87
+ ```csharp
88
+ if (VivoxService.Instance != null && !VivoxService.Instance.IsInitialized)
89
+ await VivoxService.Instance.InitializeAsync();
90
+ ```
91
+
92
+ Or make the bootstrap MonoBehaviour `DontDestroyOnLoad` so it only runs once.
@@ -0,0 +1,93 @@
1
+ # Text Chat
2
+
3
+ Text works over any channel joined with `ChatCapability.TextOnly` or `ChatCapability.TextAndAudio`, plus directed (peer-to-peer) messages that don't require a shared channel.
4
+
5
+ ## Channel Messages
6
+
7
+ **Send:**
8
+
9
+ ```csharp
10
+ await VivoxService.Instance.SendChannelTextMessageAsync(
11
+ string channelName,
12
+ string message);
13
+ ```
14
+
15
+ **Receive:**
16
+
17
+ ```csharp
18
+ VivoxService.Instance.ChannelMessageReceived += OnChannelMessageReceived;
19
+
20
+ void OnChannelMessageReceived(VivoxMessage m)
21
+ {
22
+ // m.ChannelName, m.SenderDisplayName, m.SenderPlayerId,
23
+ // m.MessageText, m.ReceivedTime, m.Language, m.FromSelf, m.MessageId
24
+ }
25
+ ```
26
+
27
+ ## Directed Messages
28
+
29
+ **Send:** (note spelling — `SendDirect…`, not `SendDirected…`)
30
+
31
+ ```csharp
32
+ await VivoxService.Instance.SendDirectTextMessageAsync(
33
+ string playerId, // recipient's UAS PlayerId
34
+ string message);
35
+ ```
36
+
37
+ **Receive:** (event *is* `Directed…`)
38
+
39
+ ```csharp
40
+ VivoxService.Instance.DirectedMessageReceived += OnDirectedMessageReceived;
41
+
42
+ void OnDirectedMessageReceived(VivoxMessage m)
43
+ {
44
+ // Same VivoxMessage fields, but m.ChannelName is null and m.FromSelf is false.
45
+ }
46
+ ```
47
+
48
+ ## VivoxMessage Fields
49
+
50
+ | Field | Notes |
51
+ |---|---|
52
+ | `ChannelName` | The channel the message came in on. **`null` for directed messages.** |
53
+ | `SenderDisplayName` | As set in the sender's `LoginOptions`. |
54
+ | `SenderPlayerId` | UAS PlayerId — stable identity to reply/DM back. |
55
+ | `MessageText` | The message body. |
56
+ | `ReceivedTime` | `DateTime` of receipt. |
57
+ | `Language` | Sender's language tag if set. |
58
+ | `FromSelf` | `true` for the local player's own channel messages; `false` for directed messages. |
59
+ | `MessageId` | Server-assigned ID — required to edit or delete. |
60
+
61
+ ## Chat History
62
+
63
+ Retention: **7 days** by default (30 days if Text Evidence Management is enabled).
64
+
65
+ ```csharp
66
+ IReadOnlyCollection<VivoxMessage> GetChannelTextMessageHistoryAsync(
67
+ string channelName,
68
+ int requestSize = 10,
69
+ ChatHistoryQueryOptions options = null);
70
+
71
+ IReadOnlyCollection<VivoxMessage> GetDirectTextMessageHistoryAsync(
72
+ string playerId,
73
+ int requestSize = 10,
74
+ ChatHistoryQueryOptions options = null);
75
+ ```
76
+
77
+ Both return messages **newest-first**. Reverse when rendering a chat log.
78
+
79
+ ## Edit and Delete
80
+
81
+ Only the original sender can edit or delete their own messages.
82
+
83
+ | Op | Channel | Directed |
84
+ |---|---|---|
85
+ | Edit | `EditChannelTextMessageAsync(channelName, messageId, newText)` | `EditDirectTextMessageAsync(messageId, newText)` |
86
+ | Delete | `DeleteChannelTextMessageAsync(channelName, messageId)` | `DeleteDirectTextMessageAsync(messageId)` |
87
+ | Notify (all participants) | `ChannelMessageEdited`, `ChannelMessageDeleted` | `DirectedMessageEdited`, `DirectedMessageDeleted` |
88
+
89
+ All notify events carry the updated `VivoxMessage`.
90
+
91
+ ## Anti-flooding
92
+
93
+ Vivox rate-limits messages per player. When implementing chat UI, disable the send button after each send until acknowledged, and surface a "try again in a moment" hint on rate-limit errors — do not spam-retry.
@@ -0,0 +1,47 @@
1
+ # Troubleshooting and Platform Notes
2
+
3
+ For the authoritative error table, see the Vivox SDK error codes page linked from the Vivox documentation map.
4
+
5
+ ## Common Errors
6
+
7
+ | Code | Name | Cause | Fix |
8
+ |---|---|---|---|
9
+ | `5041` | `VxErrorAlreadyInitialized` | `VivoxService.Instance.InitializeAsync()` called twice | Guard with `IsInitialized` or make bootstrap `DontDestroyOnLoad` |
10
+ | `20502` | `VxXmppServerErrorServiceUnavailable` | Exceeded 10 non-positional channels per user, or 200 participants per channel | Leave a channel before joining another; for large positional channels use Large 3D Channels setting |
11
+ | Login fails silently | — | Subscribed to `LoggedIn` **after** `LoginAsync` returned | Subscribe first, then call `LoginAsync` |
12
+ | `ChannelJoined` never fires | — | Awaited `JoinGroupChannelAsync` as if it completes the join | Bind `ChannelJoined` before calling; treat the await as "request queued" |
13
+ | No audio in / out | — | Mic permission denied, wrong `ChatCapability` (e.g. `TextOnly` when audio expected), or muted input device | Check runtime permission, `ChatCapability`, and `IsInputDeviceMuted` — call `UnmuteInputDevice()` if muted |
14
+
15
+ ## Platform Notes
16
+
17
+ ### Android
18
+
19
+ - Merge `<uses-permission android:name="android.permission.RECORD_AUDIO"/>` into `AndroidManifest.xml`.
20
+ - Request at runtime with `UnityEngine.Android.Permission.RequestUserPermission(Permission.Microphone)` **before** joining an audio channel — Android will not prompt automatically for you.
21
+ - Bluetooth SCO underruns cause choppy input — see the Android troubleshooting page in the documentation map.
22
+ - If shrinking / obfuscating with R8/ProGuard, add the Vivox ProGuard rules from the docs.
23
+
24
+ ### iOS
25
+
26
+ - Add `NSMicrophoneUsageDescription` to Info.plist (Project Settings → Player → iOS → Microphone Usage Description).
27
+ - The orange/red iOS recording indicator is shown any time Vivox is capturing — this is OS-enforced and expected.
28
+
29
+ ### WebGL
30
+
31
+ - The Vivox WebGL SDK is a subset of the native SDK. Audio Taps, some codecs, and certain positional-audio features are unavailable. Read the WebGL support page in the documentation map before promising a feature on web.
32
+ - Browsers require a user gesture before capturing the mic — trigger the first `JoinGroupChannelAsync`/`JoinPositionalChannelAsync` from a button click, not from `Start()`.
33
+
34
+ ### NDA Platforms (console)
35
+
36
+ Vivox ships NDA-gated packages for consoles. Contact Unity for access; the public UPM package does not include console binaries.
37
+
38
+ ## Diagnostic Checklist
39
+
40
+ When integration seems broken and no clear error surfaces:
41
+
42
+ 1. Confirm init order — `UnityServices.InitializeAsync` → `AuthenticationService.Instance.SignInAnonymouslyAsync` → `VivoxService.Instance.InitializeAsync` → `VivoxService.Instance.LoginAsync`.
43
+ 2. Log every event handler entry (`LoggedIn`, `ChannelJoined`, `ChannelMessageReceived`). If a handler you expect never enters, you subscribed after the event already fired.
44
+ 3. Confirm the joined channel's `ChatCapability` matches what you're trying to do (text vs audio).
45
+ 4. Confirm mic permission on the platform you're testing.
46
+ 5. If audio was working then stopped after a scene reload, you have leaked event subscriptions from destroyed MonoBehaviours — audit `OnDestroy` unsubscribes.
47
+ 6. If a directed message never arrives, verify `SendDirectTextMessageAsync` is targeting the recipient's **UAS PlayerId** (not display name), and that the recipient has subscribed to `DirectedMessageReceived`.